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Program Announcements / Maze Runner 3d v0.5. Full Game!

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The ARRAYinator
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Posted: 29th Aug 2006 00:03 Edited at: 4th Sep 2006 16:33
This is a game I started a year ago but stopped. But now In the last week I have continued it and came up with this. It was originally 2d but I decided to go all out and make it into a 3d game. In its current state it is a complete game with media now.The object of the game is to get the highest score posssible.(of course) to complete a level you must collect all the red spheres hidden in the maze before time runs out.there is a 2d hud that shows you where they are and your current location.The game also generates a random maze each time depending on the difficulty chosen.each sphere is worth 100 points.you gain additional points by finishing levels faster and also by advancing levels.
heres where it gets intresting. all levels can not be completed by simply advancing through the maze therefore you must use special abilitys like speed boosts and jumping.but these eat away at your points so use thenm sparingly.I hope you enjoy this game! I would like your comments so that I can further add features and eventually nice graphics,sound and enemys.That being said lets get to the controls.
controls:
mouselook
wasd to move and rotate(rotate is there only if you do not want to use the mouse until I implement strafing)
hold in shift for speed boost(when you have enough points)
space to jump(when you have enough points)

known bugs:
red spheres dont dissappear on the 3d map when you collect them. So you have to use the 2d map.

Collision doesent work for the top of the maze boxes. So you will get stuck if you try to land on the top of one. So you have to jump again to get out.


points:
jump costs 100
speed boost costs 5 per timer based movement
you can use speed boost while jumping to get a super jump.though it is costly.


and thatz it feel free to comment and ask questions.heres some screens and the game.Id also like to hear your high scores and on what difficulty.for you 56k people the download is under 3mb.so go give it a try.

Things being worked on:
multiplayer modes
dungeon generation
battle system
more efficient random generation
super difficult maze generation(working!!!)will be in next update.


new shots:
NEW RANDOM DUNGEON GENERATION!!!









[u][/u][b][/b][b]



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The ARRAYinator
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Posted: 29th Aug 2006 04:38 Edited at: 29th Aug 2006 04:38
Did anyone try it yet?

www.freewebs.com/bitwisesoftware/
Sixty Squares
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Posted: 29th Aug 2006 16:08
I love how the minimap generates itself where you can see it and then the maze does the same! Just a few things that I think need changing:
-More variety in textures
-The mouselook needs some simple restrictions. i.e, you can't look so far down that you look under yourself.
-Please try to fix that collision bug. I jumped and then there was no collision on top of a wall so I fell in. Then, I tried to jump out but I didn't have enough points.

But nicce random maze generation and sliding collision along the walls! If you could figure out shaders (which I can't!) then this maze would look AMAZING. Maybe some normal mapping of something lol.

Silvester
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Posted: 29th Aug 2006 16:32
That was freakin Frustrating

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The ARRAYinator
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Posted: 29th Aug 2006 16:39
@sixty squares thanx for the comments! I am working on the collision problem.Im going to fix that add some new textures and ill look in to doing some kind of normal/bump mapping or shaders. I guess im going to add some media then ill post back in a little while with an updated version.

www.freewebs.com/bitwisesoftware/
Sixty Squares
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Posted: 29th Aug 2006 17:28
Oh yeah, I forgot shaders are media...

The ARRAYinator
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Posted: 29th Aug 2006 18:19
Seems this project will need alittle bit of media. I got some offset mapping working and I must sa it looks great! I am reworking the other textures now and also making a new procedural texture generator. so all is good heres a screen:

www.freewebs.com/bitwisesoftware/

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The ARRAYinator
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Posted: 29th Aug 2006 18:43 Edited at: 29th Aug 2006 19:09
heres another screen of the new shader and texture from the ultimate shader pack.ill post the updated game soon.





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Silvester
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Posted: 29th Aug 2006 19:13
WTF,thats a nice shader dude!

wich is it?it makes the stones look real!

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Mr Kohlenstoff
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Posted: 29th Aug 2006 19:21
Very cool.

I guess it's a bump-mapping shader.
The ARRAYinator
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Posted: 29th Aug 2006 19:35 Edited at: 29th Aug 2006 19:38
its the the offset mapping shader in the ultimate shader pack.Im glad you like it! it runs preety darn fast too. ill post an update in a few minutes. Just working some other things out first.Anyone have any other comments on the game itself?

www.freewebs.com/bitwisesoftware/
Silvester
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Posted: 29th Aug 2006 19:59
i normaly dont use shaders,so i didnt know

havent played it yet,waiting for the updated one.

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The ARRAYinator
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Posted: 29th Aug 2006 20:02 Edited at: 29th Aug 2006 20:02
oh I thought you had played the original when you said this,lol
Quote: "That was freakin Frustrating
"


the update will be done in a matter of minutes

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Silvester
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Posted: 29th Aug 2006 20:20
What Da Hell...

i didnt posted THAT!

im gonna kill my brother...hes messing with my computer again...

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The ARRAYinator
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Posted: 29th Aug 2006 20:23 Edited at: 29th Aug 2006 20:23
lol,dont worry I know what thats like.lol heres a small update the collision and the camera are not fixed yet. But it does shoew the new graphical capabilitys.

www.freewebs.com/bitwisesoftware/

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Silvester
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Posted: 29th Aug 2006 20:28
Downloading...

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The ARRAYinator
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Posted: 29th Aug 2006 20:34
cool! I am fixing the bugs in the game as we speak and working on some new textures.the next update should be soon. ill probaly just do a patch.

www.freewebs.com/bitwisesoftware/
Silvester
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Posted: 29th Aug 2006 20:36
Nice game,i didnt notice anything annoying!its also quite funny to see the map being drawn

it all looks cool,but maybe you should replace the red balls with something like coins floating?

just a suggestion.

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The ARRAYinator
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Posted: 29th Aug 2006 20:39 Edited at: 29th Aug 2006 20:42
yea I was thinkin of doin somethin like that. Maybe I will do the coin thing It would look really cool with a normal map to make it look shiny too.thanx for the suggestion. ive never tried to get to a really hgigh level.Im beggining to wonder how high of a score is possible,lol thanx for the comments!Im working on an update right now.

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Silvester
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Posted: 29th Aug 2006 20:53
if its gameover,let it write a temp file.(in there the current score is) then let it READ the highscore file,when the temp score is higher then the Highscore,replace it

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The ARRAYinator
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Posted: 29th Aug 2006 21:01 Edited at: 29th Aug 2006 21:02
Already ahead of you.Lol Im writing some code for it to write the a highscore table to a text file and I will possibly implement an online highscore table. thanx for the suggestions!Any others are welcome

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Silvester
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Posted: 29th Aug 2006 21:03
ow...

oh well,atleast i had an idea

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The ARRAYinator
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Posted: 29th Aug 2006 21:07
It was a good idea!Its funny that you mentioned it though. I just started like 10min ago.lol

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Silvester
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Posted: 29th Aug 2006 21:08
im just sitting here pressing "Refresh" every 10 seconds...

so i didnt see that you started at it

*Refreshes*

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Sixty Squares
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Posted: 29th Aug 2006 22:52
WOAH!!!!!! HUGE GRAPHICS CHANGE! WOW! LOOKS AMAZING! wow.

The ARRAYinator
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Posted: 29th Aug 2006 23:29
@sixty squares Thanx! Its amzing what a good texture and a nice shader can do. Im planning on having a big update soon. with all the bugs fixed and new textures skys,a highscore table and new targets instead of the spheres.So it should be cool!

www.freewebs.com/bitwisesoftware/
Dj Thunder
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Posted: 30th Aug 2006 01:58 Edited at: 30th Aug 2006 01:58
Hum ... the FPS is really slow ... i don't know how many, but it should be at last 25 ...
I have a GeForce 7900GT

There is only wall and floor ... its a little poor

But i know that you will changed that.

And you have a problem with the jump ... when you got 100 score, you can jump, but if you down over a wall, you can't move

Good luck


P.S: is it your first project ?

Hardcore Will Naver Die !
Silvester
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Posted: 30th Aug 2006 07:46
all those wall parts,are genereted cubes.so that might cause that its slow.

oh and i got a Nvidea Gforce 5200FX,and it works with 30+FPS or something like that.

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The ARRAYinator
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Posted: 30th Aug 2006 16:40
sry I have been workin hard on this new update.I should have it done by today or towmorrow.So far I have implemented a the coin accel.I have the highscore thing working.Working on new textures and normal mapping and a scripting language to mod the game! So it should be quite cool! I also had the idea to use the online framework from my other game to make sortof an online deathmatch type game out of this also.(got to make up some intresting rules for it) So if anyone has ideas dont hesitate.

@DJ thunder I know about the framerate problem Im working on some culling code. and no its not my first project. But it is one of the more complete ones

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Silvester
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Posted: 30th Aug 2006 17:48
Quote: "So far I have implemented a the coin accel"


YAY!

Why dont you make for online a few modes:

1)Coins 'R Ours
2)Tagg the Flag
3)Coin Case

1)
Well,this is just about who gets to the bag of coins first.no Minimap shown.(o.0)

2)
Get to the flags as first and tag them in your color!

3)
Just the normal offline game,but then multiplayer

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The ARRAYinator
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Posted: 30th Aug 2006 18:17
good ideas accel. I will definetly implement at least one of those. Im currently working on making the game faster. doing some frustrum culling and some simple portal like occlusion.Im goin to start to put the multiplayer framework into the engine in a little while.So I should have a singleplayer upddate today and a few multiplayer updates throught the week. Great ideas accel! Thanx for the help.

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Silvester
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Posted: 30th Aug 2006 18:35
Your welcome,most of the time im full of idea's,i just cant make them myself...

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The ARRAYinator
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Posted: 31st Aug 2006 03:31
Hi everyone! Today turned out to be very busy for me. But I did get some things done. the framework for online play has been implemented. So far so good! but it actuall was a little harder then I thought. As you know the maze was generated randomely at runtime. So in order for all players to have there own random maps
generated I came up with 2 methods. one was sending the mesh object from a virtual host(as im using the pier to pier method). And the other to send the array and some extra of data containing all the necessary data to generate the maze. option 2 is a lot harder but is necessary to generate the minimap using my currently built function as is. So Ill probaly be using option 2 in the long run but one for a quick prototype.Anyways it has a ways to go but its a start. My only problem is that my menu system is quite primative as menu/gui programming has never been my best.If anyone has any suggestions on a way to do this for the multiplayer portion which most likely will have server data and a few text input boxes.So if anyone has any ideas on that part that be cool!Anyways just like to keep anyone watchin this thread updated on my progress.

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Sixty Squares
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Posted: 31st Aug 2006 05:51
Online Play? You're too good...

Silvester
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Posted: 31st Aug 2006 07:33
GUI's i cant do either,theyr not my best too,cant get idea's on that one...

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The ARRAYinator
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Posted: 31st Aug 2006 13:44
Quote: "Online Play? You're too good..."


Ill take that as a compliment.writing an online game is not to hard with my current engine actually. as I am updating based on timer based movement then I have a little bit more time to send the packets which is one advantage. two is that the game is quite simple.I only have to send the yangle and the objects global positions. and then extra data like flag6 = 2. which means team two has captured the flag. Quite simple but complex in and of itself. therefore I will have a second executable for multiplayer that uses all the same media(like cod2).It will take a little while but I will post demos of current progress.As for the GUI im going to keep it simple for now.and I also made the decision to further enhance the graphics after I got the gameplay all worked out.Thanx everyone! Ill keep you posted of my progress.wont be able to start again today till later cause school starts today:

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Coder#05
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Posted: 31st Aug 2006 16:20
Hey, to fix the collision problem, when landing above a cube, you cold just position the camera, at the object position y + object size y /2?, and then let the camera steer as normal?(Not being able to jump?). since im guessing that there is only gonna be flat surfaces.
(Just an idea).

BTW: The sky looked all messed up here. But im guessing that its just my computer.

Keep up the good work!


easy comes easy goes
The ARRAYinator
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Posted: 31st Aug 2006 22:47
Back finally! thanx coder#5 I have it fixed it already using a quite similar method. I just coding again. ITs goin to start out as a two player multiplayer and then I will scale it up to more. Ill post back in a little while with progress.

Quote: "BTW: The sky looked all messed up here. But im guessing that its just my computer.
"


does your computer support shaders? thatz probaly the problem.Im goin to make an option without using shaders. But im ambitious to do some multiplayer first!

www.freewebs.com/bitwisesoftware/
Coder#05
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Quote: "does your computer support shaders"

Not vertex shaders(?)(Gforce 2 MX) .. Hmm I dont know much on that subject.

Quote: "Im goin to make an option without using shaders"

Thx

Quote: "But im ambitious to do some multiplayer first"

I Understand

Anyway, glad you figured out the problem!




easy comes easy goes
Silvester
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Posted: 1st Sep 2006 07:52
MP rules!

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FoxBlitzz
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Posted: 1st Sep 2006 22:05
Two things:

1. Why is the movement so slow and choppy? I get 80 FPS when not moving, 60 FPS when I am moving. The movement shouldn't act like it's 20 FPS. Make it smoother.

2. Why don't the A and D keys strafe? If there's one thing I absolutely hate about people making FPS-style games, it's that they include mouselook without allowing the user the strafe! How useless is that!

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Coder#05
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Posted: 1st Sep 2006 23:18
Quote: " Why don't the A and D keys strafe?"


The ARRAYinator wrote in his first post:
Quote: "wasd to move and rotate(rotate is there only if you do not want to use the mouse until I implement strafing)"


But i agree.

I Like the way you create the maze.

Maby this game would do better with a 3rd person/top down view?(just an idea )
I Understand that if you do that, you will need a model for the player, but you are gonna need a model any way if you create online multiplayer...

easy comes easy goes
Xenocythe
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Posted: 2nd Sep 2006 05:47
Your game is in the newletter.


Aaron Miller
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Posted: 2nd Sep 2006 11:06
i like the skybox.

I like the game too, that wasnt an insult (i wasnt just saying i like just the skybox).

I'm downloading it now.

The ARRAYinator
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Posted: 2nd Sep 2006 16:31 Edited at: 2nd Sep 2006 16:42
sorry guys ive been away from a computer all of yesterday. I have to get some stuff for school and then ill be back to working on it .sry that there hasent been an update yet. Theres so much to do before the next version will be stable. But I think a single player update is in order to be relased really soon.probaly today and definately tommorow. So keep the posts coming as the game is as alive as ever!

Quote: "Your game is in the newletter.
"


cool! thats a first

Thanx guys youll be seein a lot more on this thread but it will take some time as I cant stay on the computer all day anymore,lol

www.freewebs.com/bitwisesoftware/
The ARRAYinator
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Posted: 2nd Sep 2006 16:36 Edited at: 2nd Sep 2006 16:46
Quote: "Maby this game would do better with a 3rd person/top down view?(just an idea )
I Understand that if you do that, you will need a model for the player, but you are gonna need a model any way if you create online multiplayer...
"


sry forgot to answer you actually Ive been working on a player model but im kinda at a loss for ideas for the concept of what he should look like.if any of you artist have an idea i would be really grateful!Im thinkin of swithching te multiplayer to tempest as thatz what everyones saying is the way to go.the dbpro commands are to slow and multisync doesent do pier to pier which I like. so im goin to work on using that. Might tak a little longer but you all will like it I think. ok I have to go ill be back in a little while.Strafing will also be in the update!

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Keemo1000
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Posted: 2nd Sep 2006 17:50
Nice stuff. Im working on a similar one too. Ill be checking out that offset mapping shader. Love the skybox


http://forum.thegamecreators.com/?m=forum_view&t=82195&b=8
Sixty Squares
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Posted: 2nd Sep 2006 19:02 Edited at: 2nd Sep 2006 19:02
Quote: "Your game is in the newletter."


I didn't see it in there. I saw a maze thing, but I didn't see this... Anyway this is looking good keep up the good work!

The ARRAYinator
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Posted: 2nd Sep 2006 19:22
Its in there in the on the forums section.I also like to outline what will be in the next update:

1.) different textures per level
2.) New set of skyboxes
3.)fixed most bugs
4.)strafing
5.)smoother movement(there was a major bug in the player movement routine)
6.)probaly accels favorite feature coins(not textured or normal mapped yet)!

probaly some other stuff too. But my main focus has been multiplayer so well see what happens. ill post new screens soon.

www.freewebs.com/bitwisesoftware/
The ARRAYinator
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Posted: 2nd Sep 2006 19:55
heres a new screen of the new sky box from the advanced terrain demo.


www.freewebs.com/bitwisesoftware/

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